/Engine/Source/Runtime/Engine/Classes/Components/PrimitiveComponent.h
This simply calls the virtualComponentOverlapMultiImpl()which can be overridden to implement custom behavior.
true if OutOverlaps contains any blocking results
bool ComponentOverlapMulti ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FOverlapResult](API\Runtime\Engine\Engine\FOverlapResult) > & OutOverlaps, const class [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const FVector & Pos, const FQuat & Rot, ECollisionChannel TestChannel, const struct [FComponentQueryParams](API\Runtime\Engine\FComponentQueryParams) & Params, const struct [FCollisionObjectQueryParams](API\Runtime\Engine\FCollisionObjectQueryParams) & ObjectQueryParams ) const